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SubscribePartCraft: Crafting Creative Objects by Parts
This paper propels creative control in generative visual AI by allowing users to "select". Departing from traditional text or sketch-based methods, we for the first time allow users to choose visual concepts by parts for their creative endeavors. The outcome is fine-grained generation that precisely captures selected visual concepts, ensuring a holistically faithful and plausible result. To achieve this, we first parse objects into parts through unsupervised feature clustering. Then, we encode parts into text tokens and introduce an entropy-based normalized attention loss that operates on them. This loss design enables our model to learn generic prior topology knowledge about object's part composition, and further generalize to novel part compositions to ensure the generation looks holistically faithful. Lastly, we employ a bottleneck encoder to project the part tokens. This not only enhances fidelity but also accelerates learning, by leveraging shared knowledge and facilitating information exchange among instances. Visual results in the paper and supplementary material showcase the compelling power of PartCraft in crafting highly customized, innovative creations, exemplified by the "charming" and creative birds. Code is released at https://github.com/kamwoh/partcraft.
SCENIC: Scene-aware Semantic Navigation with Instruction-guided Control
Synthesizing natural human motion that adapts to complex environments while allowing creative control remains a fundamental challenge in motion synthesis. Existing models often fall short, either by assuming flat terrain or lacking the ability to control motion semantics through text. To address these limitations, we introduce SCENIC, a diffusion model designed to generate human motion that adapts to dynamic terrains within virtual scenes while enabling semantic control through natural language. The key technical challenge lies in simultaneously reasoning about complex scene geometry while maintaining text control. This requires understanding both high-level navigation goals and fine-grained environmental constraints. The model must ensure physical plausibility and precise navigation across varied terrain, while also preserving user-specified text control, such as ``carefully stepping over obstacles" or ``walking upstairs like a zombie." Our solution introduces a hierarchical scene reasoning approach. At its core is a novel scene-dependent, goal-centric canonicalization that handles high-level goal constraint, and is complemented by an ego-centric distance field that captures local geometric details. This dual representation enables our model to generate physically plausible motion across diverse 3D scenes. By implementing frame-wise text alignment, our system achieves seamless transitions between different motion styles while maintaining scene constraints. Experiments demonstrate our novel diffusion model generates arbitrarily long human motions that both adapt to complex scenes with varying terrain surfaces and respond to textual prompts. Additionally, we show SCENIC can generalize to four real-scene datasets. Our code, dataset, and models will be released at https://virtualhumans.mpi-inf.mpg.de/scenic/.
Stable-V2A: Synthesis of Synchronized Sound Effects with Temporal and Semantic Controls
Sound designers and Foley artists usually sonorize a scene, such as from a movie or video game, by manually annotating and sonorizing each action of interest in the video. In our case, the intent is to leave full creative control to sound designers with a tool that allows them to bypass the more repetitive parts of their work, thus being able to focus on the creative aspects of sound production. We achieve this presenting Stable-V2A, a two-stage model consisting of: an RMS-Mapper that estimates an envelope representative of the audio characteristics associated with the input video; and Stable-Foley, a diffusion model based on Stable Audio Open that generates audio semantically and temporally aligned with the target video. Temporal alignment is guaranteed by the use of the envelope as a ControlNet input, while semantic alignment is achieved through the use of sound representations chosen by the designer as cross-attention conditioning of the diffusion process. We train and test our model on Greatest Hits, a dataset commonly used to evaluate V2A models. In addition, to test our model on a case study of interest, we introduce Walking The Maps, a dataset of videos extracted from video games depicting animated characters walking in different locations. Samples and code available on our demo page at https://ispamm.github.io/Stable-V2A.
Towards Full Authorship with AI: Supporting Revision with AI-Generated Views
Large language models (LLMs) are shaping a new user interface (UI) paradigm in writing tools by enabling users to generate text through prompts. This paradigm shifts some creative control from the user to the system, thereby diminishing the user's authorship and autonomy in the writing process. To restore autonomy, we introduce Textfocals, a UI prototype designed to investigate a human-centered approach that emphasizes the user's role in writing. Textfocals supports the writing process by providing LLM-generated summaries, questions, and advice (i.e., LLM views) in a sidebar of a text editor, encouraging reflection and self-driven revision in writing without direct text generation. Textfocals' UI affordances, including contextually adaptive views and scaffolding for prompt selection and customization, offer a novel way to interact with LLMs where users maintain full authorship of their writing. A formative user study with Textfocals showed promising evidence that this approach might help users develop underdeveloped ideas, cater to the rhetorical audience, and clarify their writing. However, the study also showed interaction design challenges related to document navigation and scoping, prompt engineering, and context management. Our work highlights the breadth of the design space of writing support interfaces powered by generative AI that maintain authorship integrity.
SyncFusion: Multimodal Onset-synchronized Video-to-Audio Foley Synthesis
Sound design involves creatively selecting, recording, and editing sound effects for various media like cinema, video games, and virtual/augmented reality. One of the most time-consuming steps when designing sound is synchronizing audio with video. In some cases, environmental recordings from video shoots are available, which can aid in the process. However, in video games and animations, no reference audio exists, requiring manual annotation of event timings from the video. We propose a system to extract repetitive actions onsets from a video, which are then used - in conjunction with audio or textual embeddings - to condition a diffusion model trained to generate a new synchronized sound effects audio track. In this way, we leave complete creative control to the sound designer while removing the burden of synchronization with video. Furthermore, editing the onset track or changing the conditioning embedding requires much less effort than editing the audio track itself, simplifying the sonification process. We provide sound examples, source code, and pretrained models to faciliate reproducibility
PrismLayers: Open Data for High-Quality Multi-Layer Transparent Image Generative Models
Generating high-quality, multi-layer transparent images from text prompts can unlock a new level of creative control, allowing users to edit each layer as effortlessly as editing text outputs from LLMs. However, the development of multi-layer generative models lags behind that of conventional text-to-image models due to the absence of a large, high-quality corpus of multi-layer transparent data. In this paper, we address this fundamental challenge by: (i) releasing the first open, ultra-high-fidelity PrismLayers (PrismLayersPro) dataset of 200K (20K) multilayer transparent images with accurate alpha mattes, (ii) introducing a trainingfree synthesis pipeline that generates such data on demand using off-the-shelf diffusion models, and (iii) delivering a strong, open-source multi-layer generation model, ART+, which matches the aesthetics of modern text-to-image generation models. The key technical contributions include: LayerFLUX, which excels at generating high-quality single transparent layers with accurate alpha mattes, and MultiLayerFLUX, which composes multiple LayerFLUX outputs into complete images, guided by human-annotated semantic layout. To ensure higher quality, we apply a rigorous filtering stage to remove artifacts and semantic mismatches, followed by human selection. Fine-tuning the state-of-the-art ART model on our synthetic PrismLayersPro yields ART+, which outperforms the original ART in 60% of head-to-head user study comparisons and even matches the visual quality of images generated by the FLUX.1-[dev] model. We anticipate that our work will establish a solid dataset foundation for the multi-layer transparent image generation task, enabling research and applications that require precise, editable, and visually compelling layered imagery.
WavJourney: Compositional Audio Creation with Large Language Models
Large Language Models (LLMs) have shown great promise in integrating diverse expert models to tackle intricate language and vision tasks. Despite their significance in advancing the field of Artificial Intelligence Generated Content (AIGC), their potential in intelligent audio content creation remains unexplored. In this work, we tackle the problem of creating audio content with storylines encompassing speech, music, and sound effects, guided by text instructions. We present WavJourney, a system that leverages LLMs to connect various audio models for audio content generation. Given a text description of an auditory scene, WavJourney first prompts LLMs to generate a structured script dedicated to audio storytelling. The audio script incorporates diverse audio elements, organized based on their spatio-temporal relationships. As a conceptual representation of audio, the audio script provides an interactive and interpretable rationale for human engagement. Afterward, the audio script is fed into a script compiler, converting it into a computer program. Each line of the program calls a task-specific audio generation model or computational operation function (e.g., concatenate, mix). The computer program is then executed to obtain an explainable solution for audio generation. We demonstrate the practicality of WavJourney across diverse real-world scenarios, including science fiction, education, and radio play. The explainable and interactive design of WavJourney fosters human-machine co-creation in multi-round dialogues, enhancing creative control and adaptability in audio production. WavJourney audiolizes the human imagination, opening up new avenues for creativity in multimedia content creation.
Composite Diffusion | whole >= Σparts
For an artist or a graphic designer, the spatial layout of a scene is a critical design choice. However, existing text-to-image diffusion models provide limited support for incorporating spatial information. This paper introduces Composite Diffusion as a means for artists to generate high-quality images by composing from the sub-scenes. The artists can specify the arrangement of these sub-scenes through a flexible free-form segment layout. They can describe the content of each sub-scene primarily using natural text and additionally by utilizing reference images or control inputs such as line art, scribbles, human pose, canny edges, and more. We provide a comprehensive and modular method for Composite Diffusion that enables alternative ways of generating, composing, and harmonizing sub-scenes. Further, we wish to evaluate the composite image for effectiveness in both image quality and achieving the artist's intent. We argue that existing image quality metrics lack a holistic evaluation of image composites. To address this, we propose novel quality criteria especially relevant to composite generation. We believe that our approach provides an intuitive method of art creation. Through extensive user surveys, quantitative and qualitative analysis, we show how it achieves greater spatial, semantic, and creative control over image generation. In addition, our methods do not need to retrain or modify the architecture of the base diffusion models and can work in a plug-and-play manner with the fine-tuned models.
Key-Locked Rank One Editing for Text-to-Image Personalization
Text-to-image models (T2I) offer a new level of flexibility by allowing users to guide the creative process through natural language. However, personalizing these models to align with user-provided visual concepts remains a challenging problem. The task of T2I personalization poses multiple hard challenges, such as maintaining high visual fidelity while allowing creative control, combining multiple personalized concepts in a single image, and keeping a small model size. We present Perfusion, a T2I personalization method that addresses these challenges using dynamic rank-1 updates to the underlying T2I model. Perfusion avoids overfitting by introducing a new mechanism that "locks" new concepts' cross-attention Keys to their superordinate category. Additionally, we develop a gated rank-1 approach that enables us to control the influence of a learned concept during inference time and to combine multiple concepts. This allows runtime-efficient balancing of visual-fidelity and textual-alignment with a single 100KB trained model, which is five orders of magnitude smaller than the current state of the art. Moreover, it can span different operating points across the Pareto front without additional training. Finally, we show that Perfusion outperforms strong baselines in both qualitative and quantitative terms. Importantly, key-locking leads to novel results compared to traditional approaches, allowing to portray personalized object interactions in unprecedented ways, even in one-shot settings.
PortraitTalk: Towards Customizable One-Shot Audio-to-Talking Face Generation
Audio-driven talking face generation is a challenging task in digital communication. Despite significant progress in the area, most existing methods concentrate on audio-lip synchronization, often overlooking aspects such as visual quality, customization, and generalization that are crucial to producing realistic talking faces. To address these limitations, we introduce a novel, customizable one-shot audio-driven talking face generation framework, named PortraitTalk. Our proposed method utilizes a latent diffusion framework consisting of two main components: IdentityNet and AnimateNet. IdentityNet is designed to preserve identity features consistently across the generated video frames, while AnimateNet aims to enhance temporal coherence and motion consistency. This framework also integrates an audio input with the reference images, thereby reducing the reliance on reference-style videos prevalent in existing approaches. A key innovation of PortraitTalk is the incorporation of text prompts through decoupled cross-attention mechanisms, which significantly expands creative control over the generated videos. Through extensive experiments, including a newly developed evaluation metric, our model demonstrates superior performance over the state-of-the-art methods, setting a new standard for the generation of customizable realistic talking faces suitable for real-world applications.
End-to-End Diffusion Latent Optimization Improves Classifier Guidance
Classifier guidance -- using the gradients of an image classifier to steer the generations of a diffusion model -- has the potential to dramatically expand the creative control over image generation and editing. However, currently classifier guidance requires either training new noise-aware models to obtain accurate gradients or using a one-step denoising approximation of the final generation, which leads to misaligned gradients and sub-optimal control. We highlight this approximation's shortcomings and propose a novel guidance method: Direct Optimization of Diffusion Latents (DOODL), which enables plug-and-play guidance by optimizing diffusion latents w.r.t. the gradients of a pre-trained classifier on the true generated pixels, using an invertible diffusion process to achieve memory-efficient backpropagation. Showcasing the potential of more precise guidance, DOODL outperforms one-step classifier guidance on computational and human evaluation metrics across different forms of guidance: using CLIP guidance to improve generations of complex prompts from DrawBench, using fine-grained visual classifiers to expand the vocabulary of Stable Diffusion, enabling image-conditioned generation with a CLIP visual encoder, and improving image aesthetics using an aesthetic scoring network. Code at https://github.com/salesforce/DOODL.
Composer: Creative and Controllable Image Synthesis with Composable Conditions
Recent large-scale generative models learned on big data are capable of synthesizing incredible images yet suffer from limited controllability. This work offers a new generation paradigm that allows flexible control of the output image, such as spatial layout and palette, while maintaining the synthesis quality and model creativity. With compositionality as the core idea, we first decompose an image into representative factors, and then train a diffusion model with all these factors as the conditions to recompose the input. At the inference stage, the rich intermediate representations work as composable elements, leading to a huge design space (i.e., exponentially proportional to the number of decomposed factors) for customizable content creation. It is noteworthy that our approach, which we call Composer, supports various levels of conditions, such as text description as the global information, depth map and sketch as the local guidance, color histogram for low-level details, etc. Besides improving controllability, we confirm that Composer serves as a general framework and facilitates a wide range of classical generative tasks without retraining. Code and models will be made available.
Control3D: Towards Controllable Text-to-3D Generation
Recent remarkable advances in large-scale text-to-image diffusion models have inspired a significant breakthrough in text-to-3D generation, pursuing 3D content creation solely from a given text prompt. However, existing text-to-3D techniques lack a crucial ability in the creative process: interactively control and shape the synthetic 3D contents according to users' desired specifications (e.g., sketch). To alleviate this issue, we present the first attempt for text-to-3D generation conditioning on the additional hand-drawn sketch, namely Control3D, which enhances controllability for users. In particular, a 2D conditioned diffusion model (ControlNet) is remoulded to guide the learning of 3D scene parameterized as NeRF, encouraging each view of 3D scene aligned with the given text prompt and hand-drawn sketch. Moreover, we exploit a pre-trained differentiable photo-to-sketch model to directly estimate the sketch of the rendered image over synthetic 3D scene. Such estimated sketch along with each sampled view is further enforced to be geometrically consistent with the given sketch, pursuing better controllable text-to-3D generation. Through extensive experiments, we demonstrate that our proposal can generate accurate and faithful 3D scenes that align closely with the input text prompts and sketches.
Creative Agents: Empowering Agents with Imagination for Creative Tasks
We study building embodied agents for open-ended creative tasks. While existing methods build instruction-following agents that can perform diverse open-ended tasks, none of them demonstrates creativity -- the ability to give novel and diverse task solutions implicit in the language instructions. This limitation comes from their inability to convert abstract language instructions into concrete task goals in the environment and perform long-horizon planning for such complicated goals. Given the observation that humans perform creative tasks with the help of imagination, we propose a class of solutions for creative agents, where the controller is enhanced with an imaginator that generates detailed imaginations of task outcomes conditioned on language instructions. We introduce several approaches to implementing the components of creative agents. We implement the imaginator with either a large language model for textual imagination or a diffusion model for visual imagination. The controller can either be a behavior-cloning policy learned from data or a pre-trained foundation model generating executable codes in the environment. We benchmark creative tasks with the challenging open-world game Minecraft, where the agents are asked to create diverse buildings given free-form language instructions. In addition, we propose novel evaluation metrics for open-ended creative tasks utilizing GPT-4V, which holds many advantages over existing metrics. We perform a detailed experimental analysis of creative agents, showing that creative agents are the first AI agents accomplishing diverse building creation in the survival mode of Minecraft. Our benchmark and models are open-source for future research on creative agents (https://github.com/PKU-RL/Creative-Agents).
MultiRef: Controllable Image Generation with Multiple Visual References
Visual designers naturally draw inspiration from multiple visual references, combining diverse elements and aesthetic principles to create artwork. However, current image generative frameworks predominantly rely on single-source inputs -- either text prompts or individual reference images. In this paper, we focus on the task of controllable image generation using multiple visual references. We introduce MultiRef-bench, a rigorous evaluation framework comprising 990 synthetic and 1,000 real-world samples that require incorporating visual content from multiple reference images. The synthetic samples are synthetically generated through our data engine RefBlend, with 10 reference types and 33 reference combinations. Based on RefBlend, we further construct a dataset MultiRef containing 38k high-quality images to facilitate further research. Our experiments across three interleaved image-text models (i.e., OmniGen, ACE, and Show-o) and six agentic frameworks (e.g., ChatDiT and LLM + SD) reveal that even state-of-the-art systems struggle with multi-reference conditioning, with the best model OmniGen achieving only 66.6% in synthetic samples and 79.0% in real-world cases on average compared to the golden answer. These findings provide valuable directions for developing more flexible and human-like creative tools that can effectively integrate multiple sources of visual inspiration. The dataset is publicly available at: https://multiref.github.io/.
SketchDreamer: Interactive Text-Augmented Creative Sketch Ideation
Artificial Intelligence Generated Content (AIGC) has shown remarkable progress in generating realistic images. However, in this paper, we take a step "backward" and address AIGC for the most rudimentary visual modality of human sketches. Our objective is on the creative nature of sketches, and that creative sketching should take the form of an interactive process. We further enable text to drive the sketch ideation process, allowing creativity to be freely defined, while simultaneously tackling the challenge of "I can't sketch". We present a method to generate controlled sketches using a text-conditioned diffusion model trained on pixel representations of images. Our proposed approach, referred to as SketchDreamer, integrates a differentiable rasteriser of Bezier curves that optimises an initial input to distil abstract semantic knowledge from a pretrained diffusion model. We utilise Score Distillation Sampling to learn a sketch that aligns with a given caption, which importantly enable both text and sketch to interact with the ideation process. Our objective is to empower non-professional users to create sketches and, through a series of optimisation processes, transform a narrative into a storyboard by expanding the text prompt while making minor adjustments to the sketch input. Through this work, we hope to aspire the way we create visual content, democratise the creative process, and inspire further research in enhancing human creativity in AIGC. The code is available at https://github.com/WinKawaks/SketchDreamer.
CreatiDesign: A Unified Multi-Conditional Diffusion Transformer for Creative Graphic Design
Graphic design plays a vital role in visual communication across advertising, marketing, and multimedia entertainment. Prior work has explored automated graphic design generation using diffusion models, aiming to streamline creative workflows and democratize design capabilities. However, complex graphic design scenarios require accurately adhering to design intent specified by multiple heterogeneous user-provided elements (\eg images, layouts, and texts), which pose multi-condition control challenges for existing methods. Specifically, previous single-condition control models demonstrate effectiveness only within their specialized domains but fail to generalize to other conditions, while existing multi-condition methods often lack fine-grained control over each sub-condition and compromise overall compositional harmony. To address these limitations, we introduce CreatiDesign, a systematic solution for automated graphic design covering both model architecture and dataset construction. First, we design a unified multi-condition driven architecture that enables flexible and precise integration of heterogeneous design elements with minimal architectural modifications to the base diffusion model. Furthermore, to ensure that each condition precisely controls its designated image region and to avoid interference between conditions, we propose a multimodal attention mask mechanism. Additionally, we develop a fully automated pipeline for constructing graphic design datasets, and introduce a new dataset with 400K samples featuring multi-condition annotations, along with a comprehensive benchmark. Experimental results show that CreatiDesign outperforms existing models by a clear margin in faithfully adhering to user intent.
Bokeh Diffusion: Defocus Blur Control in Text-to-Image Diffusion Models
Recent advances in large-scale text-to-image models have revolutionized creative fields by generating visually captivating outputs from textual prompts; however, while traditional photography offers precise control over camera settings to shape visual aesthetics -- such as depth-of-field -- current diffusion models typically rely on prompt engineering to mimic such effects. This approach often results in crude approximations and inadvertently altering the scene content. In this work, we propose Bokeh Diffusion, a scene-consistent bokeh control framework that explicitly conditions a diffusion model on a physical defocus blur parameter. By grounding depth-of-field adjustments, our method preserves the underlying scene structure as the level of blur is varied. To overcome the scarcity of paired real-world images captured under different camera settings, we introduce a hybrid training pipeline that aligns in-the-wild images with synthetic blur augmentations. Extensive experiments demonstrate that our approach not only achieves flexible, lens-like blur control but also supports applications such as real image editing via inversion.
Generative Modelling for Controllable Audio Synthesis of Expressive Piano Performance
We present a controllable neural audio synthesizer based on Gaussian Mixture Variational Autoencoders (GM-VAE), which can generate realistic piano performances in the audio domain that closely follows temporal conditions of two essential style features for piano performances: articulation and dynamics. We demonstrate how the model is able to apply fine-grained style morphing over the course of synthesizing the audio. This is based on conditions which are latent variables that can be sampled from the prior or inferred from other pieces. One of the envisioned use cases is to inspire creative and brand new interpretations for existing pieces of piano music.
Creative Text-to-Audio Generation via Synthesizer Programming
Neural audio synthesis methods now allow specifying ideas in natural language. However, these methods produce results that cannot be easily tweaked, as they are based on large latent spaces and up to billions of uninterpretable parameters. We propose a text-to-audio generation method that leverages a virtual modular sound synthesizer with only 78 parameters. Synthesizers have long been used by skilled sound designers for media like music and film due to their flexibility and intuitive controls. Our method, CTAG, iteratively updates a synthesizer's parameters to produce high-quality audio renderings of text prompts that can be easily inspected and tweaked. Sounds produced this way are also more abstract, capturing essential conceptual features over fine-grained acoustic details, akin to how simple sketches can vividly convey visual concepts. Our results show how CTAG produces sounds that are distinctive, perceived as artistic, and yet similarly identifiable to recent neural audio synthesis models, positioning it as a valuable and complementary tool.
Image Sculpting: Precise Object Editing with 3D Geometry Control
We present Image Sculpting, a new framework for editing 2D images by incorporating tools from 3D geometry and graphics. This approach differs markedly from existing methods, which are confined to 2D spaces and typically rely on textual instructions, leading to ambiguity and limited control. Image Sculpting converts 2D objects into 3D, enabling direct interaction with their 3D geometry. Post-editing, these objects are re-rendered into 2D, merging into the original image to produce high-fidelity results through a coarse-to-fine enhancement process. The framework supports precise, quantifiable, and physically-plausible editing options such as pose editing, rotation, translation, 3D composition, carving, and serial addition. It marks an initial step towards combining the creative freedom of generative models with the precision of graphics pipelines.
LayerAnimate: Layer-specific Control for Animation
Animated video separates foreground and background elements into layers, with distinct processes for sketching, refining, coloring, and in-betweening. Existing video generation methods typically treat animation as a monolithic data domain, lacking fine-grained control over individual layers. In this paper, we introduce LayerAnimate, a novel architectural approach that enhances fine-grained control over individual animation layers within a video diffusion model, allowing users to independently manipulate foreground and background elements in distinct layers. To address the challenge of limited layer-specific data, we propose a data curation pipeline that features automated element segmentation, motion-state hierarchical merging, and motion coherence refinement. Through quantitative and qualitative comparisons, and user study, we demonstrate that LayerAnimate outperforms current methods in terms of animation quality, control precision, and usability, making it an ideal tool for both professional animators and amateur enthusiasts. This framework opens up new possibilities for layer-specific animation applications and creative flexibility. Our code is available at https://layeranimate.github.io.
IMAGHarmony: Controllable Image Editing with Consistent Object Quantity and Layout
Recent diffusion models have advanced image editing by enhancing visual quality and control, supporting broad applications across creative and personalized domains. However, current image editing largely overlooks multi-object scenarios, where precise control over object categories, counts, and spatial layouts remains a significant challenge. To address this, we introduce a new task, quantity-and-layout consistent image editing (QL-Edit), which aims to enable fine-grained control of object quantity and spatial structure in complex scenes. We further propose IMAGHarmony, a structure-aware framework that incorporates harmony-aware attention (HA) to integrate multimodal semantics, explicitly modeling object counts and layouts to enhance editing accuracy and structural consistency. In addition, we observe that diffusion models are susceptible to initial noise and exhibit strong preferences for specific noise patterns. Motivated by this, we present a preference-guided noise selection (PNS) strategy that chooses semantically aligned initial noise samples based on vision-language matching, thereby improving generation stability and layout consistency in multi-object editing. To support evaluation, we construct HarmonyBench, a comprehensive benchmark covering diverse quantity and layout control scenarios. Extensive experiments demonstrate that IMAGHarmony consistently outperforms state-of-the-art methods in structural alignment and semantic accuracy. The code and model are available at https://github.com/muzishen/IMAGHarmony.
Creative Robot Tool Use with Large Language Models
Tool use is a hallmark of advanced intelligence, exemplified in both animal behavior and robotic capabilities. This paper investigates the feasibility of imbuing robots with the ability to creatively use tools in tasks that involve implicit physical constraints and long-term planning. Leveraging Large Language Models (LLMs), we develop RoboTool, a system that accepts natural language instructions and outputs executable code for controlling robots in both simulated and real-world environments. RoboTool incorporates four pivotal components: (i) an "Analyzer" that interprets natural language to discern key task-related concepts, (ii) a "Planner" that generates comprehensive strategies based on the language input and key concepts, (iii) a "Calculator" that computes parameters for each skill, and (iv) a "Coder" that translates these plans into executable Python code. Our results show that RoboTool can not only comprehend explicit or implicit physical constraints and environmental factors but also demonstrate creative tool use. Unlike traditional Task and Motion Planning (TAMP) methods that rely on explicit optimization, our LLM-based system offers a more flexible, efficient, and user-friendly solution for complex robotics tasks. Through extensive experiments, we validate that RoboTool is proficient in handling tasks that would otherwise be infeasible without the creative use of tools, thereby expanding the capabilities of robotic systems. Demos are available on our project page: https://creative-robotool.github.io/.
Roll the dice & look before you leap: Going beyond the creative limits of next-token prediction
We design a suite of minimal algorithmic tasks that are a loose abstraction of open-ended real-world tasks. This allows us to cleanly and controllably quantify the creative limits of the present-day language model. Much like real-world tasks that require a creative, far-sighted leap of thought, our tasks require an implicit, open-ended stochastic planning step that either (a) discovers new connections in an abstract knowledge graph (like in wordplay, drawing analogies, or research) or (b) constructs new patterns (like in designing math problems or new proteins). In these tasks, we empirically and conceptually argue how next-token learning is myopic and memorizes excessively; comparatively, multi-token approaches, namely teacherless training and diffusion models, excel in producing diverse and original output. Secondly, in our tasks, we find that to elicit randomness from the Transformer without hurting coherence, it is better to inject noise right at the input layer (via a method we dub hash-conditioning) rather than defer to temperature sampling from the output layer. Thus, our work offers a principled, minimal test-bed for analyzing open-ended creative skills, and offers new arguments for going beyond next-token learning and softmax-based sampling. We make part of the code available under https://github.com/chenwu98/algorithmic-creativity
MatFuse: Controllable Material Generation with Diffusion Models
Creating high quality and realistic materials in computer graphics is a challenging and time-consuming task, which requires great expertise. In this paper, we present MatFuse, a novel unified approach that harnesses the generative power of diffusion models (DM) to simplify the creation of SVBRDF maps. Our DM-based pipeline integrates multiple sources of conditioning, such as color palettes, sketches, and pictures, enabling fine-grained control and flexibility in material synthesis. This design allows for the combination of diverse information sources (e.g., sketch + image embedding), enhancing creative possibilities in line with the principle of compositionality. We demonstrate the generative capabilities of the proposed method under various conditioning settings; on the SVBRDF estimation task, we show that our method yields performance comparable to state-of-the-art approaches, both qualitatively and quantitatively.
Controllable Automatic Foley Artist
Foley is a key element in video production, refers to the process of adding an audio signal to a silent video while ensuring semantic and temporal alignment. In recent years, the rise of personalized content creation and advancements in automatic video-to-audio models have increased the demand for greater user control in the process. One possible approach is to incorporate text to guide audio generation. While supported by existing methods, challenges remain in ensuring compatibility between modalities, particularly when the text introduces additional information or contradicts the sounds naturally inferred from the visuals. In this work, we introduce CAFA (Controllable Automatic Foley Artist) a video-and-text-to-audio model that generates semantically and temporally aligned audio for a given video, guided by text input. CAFA is built upon a text-to-audio model and integrates video information through a modality adapter mechanism. By incorporating text, users can refine semantic details and introduce creative variations, guiding the audio synthesis beyond the expected video contextual cues. Experiments show that besides its superior quality in terms of semantic alignment and audio-visual synchronization the proposed method enable high textual controllability as demonstrated in subjective and objective evaluations.
Diverse, not Short: A Length-Controlled Self-Learning Framework for Improving Response Diversity of Language Models
Diverse language model responses are crucial for creative generation, open-ended tasks, and self-improvement training. We show that common diversity metrics, and even reward models used for preference optimization, systematically bias models toward shorter outputs, limiting expressiveness. To address this, we introduce Diverse, not Short (Diverse-NS), a length-controlled self-learning framework that improves response diversity while maintaining length parity. By generating and filtering preference data that balances diversity, quality, and length, Diverse-NS enables effective training using only 3,000 preference pairs. Applied to LLaMA-3.1-8B and the Olmo-2 family, Diverse-NS substantially enhances lexical and semantic diversity. We show consistent improvement in diversity with minor reduction or gains in response quality on four creative generation tasks: Divergent Associations, Persona Generation, Alternate Uses, and Creative Writing. Surprisingly, experiments with the Olmo-2 model family (7B, and 13B) show that smaller models like Olmo-2-7B can serve as effective "diversity teachers" for larger models. By explicitly addressing length bias, our method efficiently pushes models toward more diverse and expressive outputs.
Encoder-Decoder Framework for Interactive Free Verses with Generation with Controllable High-Quality Rhyming
Composing poetry or lyrics involves several creative factors, but a challenging aspect of generation is the adherence to a more or less strict metric and rhyming pattern. To address this challenge specifically, previous work on the task has mainly focused on reverse language modeling, which brings the critical selection of each rhyming word to the forefront of each verse. On the other hand, reversing the word order requires that models be trained from scratch with this task-specific goal and cannot take advantage of transfer learning from a Pretrained Language Model (PLM). We propose a novel fine-tuning approach that prepends the rhyming word at the start of each lyric, which allows the critical rhyming decision to be made before the model commits to the content of the lyric (as during reverse language modeling), but maintains compatibility with the word order of regular PLMs as the lyric itself is still generated in left-to-right order. We conducted extensive experiments to compare this fine-tuning against the current state-of-the-art strategies for rhyming, finding that our approach generates more readable text and better rhyming capabilities. Furthermore, we furnish a high-quality dataset in English and 12 other languages, analyse the approach's feasibility in a multilingual context, provide extensive experimental results shedding light on good and bad practices for lyrics generation, and propose metrics to compare methods in the future.
Sasha: Creative Goal-Oriented Reasoning in Smart Homes with Large Language Models
Smart home assistants function best when user commands are direct and well-specified (e.g., "turn on the kitchen light"), or when a hard-coded routine specifies the response. In more natural communication, however, human speech is unconstrained, often describing goals (e.g., "make it cozy in here" or "help me save energy") rather than indicating specific target devices and actions to take on those devices. Current systems fail to understand these under-specified commands since they cannot reason about devices and settings as they relate to human situations. We introduce large language models (LLMs) to this problem space, exploring their use for controlling devices and creating automation routines in response to under-specified user commands in smart homes. We empirically study the baseline quality and failure modes of LLM-created action plans with a survey of age-diverse users. We find that LLMs can reason creatively to achieve challenging goals, but they experience patterns of failure that diminish their usefulness. We address these gaps with Sasha, a smarter smart home assistant. Sasha responds to loosely-constrained commands like "make it cozy" or "help me sleep better" by executing plans to achieve user goals, e.g., setting a mood with available devices, or devising automation routines. We implement and evaluate Sasha in a hands-on user study, showing the capabilities and limitations of LLM-driven smart homes when faced with unconstrained user-generated scenarios.
TokenMotion: Decoupled Motion Control via Token Disentanglement for Human-centric Video Generation
Human-centric motion control in video generation remains a critical challenge, particularly when jointly controlling camera movements and human poses in scenarios like the iconic Grammy Glambot moment. While recent video diffusion models have made significant progress, existing approaches struggle with limited motion representations and inadequate integration of camera and human motion controls. In this work, we present TokenMotion, the first DiT-based video diffusion framework that enables fine-grained control over camera motion, human motion, and their joint interaction. We represent camera trajectories and human poses as spatio-temporal tokens to enable local control granularity. Our approach introduces a unified modeling framework utilizing a decouple-and-fuse strategy, bridged by a human-aware dynamic mask that effectively handles the spatially-and-temporally varying nature of combined motion signals. Through extensive experiments, we demonstrate TokenMotion's effectiveness across both text-to-video and image-to-video paradigms, consistently outperforming current state-of-the-art methods in human-centric motion control tasks. Our work represents a significant advancement in controllable video generation, with particular relevance for creative production applications.
MagicTailor: Component-Controllable Personalization in Text-to-Image Diffusion Models
Recent advancements in text-to-image (T2I) diffusion models have enabled the creation of high-quality images from text prompts, but they still struggle to generate images with precise control over specific visual concepts. Existing approaches can replicate a given concept by learning from reference images, yet they lack the flexibility for fine-grained customization of the individual component within the concept. In this paper, we introduce component-controllable personalization, a novel task that pushes the boundaries of T2I models by allowing users to reconfigure specific components when personalizing visual concepts. This task is particularly challenging due to two primary obstacles: semantic pollution, where unwanted visual elements corrupt the personalized concept, and semantic imbalance, which causes disproportionate learning of the concept and component. To overcome these challenges, we design MagicTailor, an innovative framework that leverages Dynamic Masked Degradation (DM-Deg) to dynamically perturb undesired visual semantics and Dual-Stream Balancing (DS-Bal) to establish a balanced learning paradigm for desired visual semantics. Extensive comparisons, ablations, and analyses demonstrate that MagicTailor not only excels in this challenging task but also holds significant promise for practical applications, paving the way for more nuanced and creative image generation.
MajutsuCity: Language-driven Aesthetic-adaptive City Generation with Controllable 3D Assets and Layouts
Generating realistic 3D cities is fundamental to world models, virtual reality, and game development, where an ideal urban scene must satisfy both stylistic diversity, fine-grained, and controllability. However, existing methods struggle to balance the creative flexibility offered by text-based generation with the object-level editability enabled by explicit structural representations. We introduce MajutsuCity, a natural language-driven and aesthetically adaptive framework for synthesizing structurally consistent and stylistically diverse 3D urban scenes. MajutsuCity represents a city as a composition of controllable layouts, assets, and materials, and operates through a four-stage pipeline. To extend controllability beyond initial generation, we further integrate MajutsuAgent, an interactive language-grounded editing agent} that supports five object-level operations. To support photorealistic and customizable scene synthesis, we also construct MajutsuDataset, a high-quality multimodal dataset} containing 2D semantic layouts and height maps, diverse 3D building assets, and curated PBR materials and skyboxes, each accompanied by detailed annotations. Meanwhile, we develop a practical set of evaluation metrics, covering key dimensions such as structural consistency, scene complexity, material fidelity, and lighting atmosphere. Extensive experiments demonstrate MajutsuCity reduces layout FID by 83.7% compared with CityDreamer and by 20.1% over CityCraft. Our method ranks first across all AQS and RDR scores, outperforming existing methods by a clear margin. These results confirm MajutsuCity as a new state-of-the-art in geometric fidelity, stylistic adaptability, and semantic controllability for 3D city generation. We expect our framework can inspire new avenues of research in 3D city generation. Our dataset and code will be released at https://github.com/LongHZ140516/MajutsuCity.
Controllable Layer Decomposition for Reversible Multi-Layer Image Generation
This work presents Controllable Layer Decomposition (CLD), a method for achieving fine-grained and controllable multi-layer separation of raster images. In practical workflows, designers typically generate and edit each RGBA layer independently before compositing them into a final raster image. However, this process is irreversible: once composited, layer-level editing is no longer possible. Existing methods commonly rely on image matting and inpainting, but remain limited in controllability and segmentation precision. To address these challenges, we propose two key modules: LayerDecompose-DiT (LD-DiT), which decouples image elements into distinct layers and enables fine-grained control; and Multi-Layer Conditional Adapter (MLCA), which injects target image information into multi-layer tokens to achieve precise conditional generation. To enable a comprehensive evaluation, we build a new benchmark and introduce tailored evaluation metrics. Experimental results show that CLD consistently outperforms existing methods in both decomposition quality and controllability. Furthermore, the separated layers produced by CLD can be directly manipulated in commonly used design tools such as PowerPoint, highlighting its practical value and applicability in real-world creative workflows.
ControlDreamer: Stylized 3D Generation with Multi-View ControlNet
Recent advancements in text-to-3D generation have significantly contributed to the automation and democratization of 3D content creation. Building upon these developments, we aim to address the limitations of current methods in generating 3D models with creative geometry and styles. We introduce multi-view ControlNet, a novel depth-aware multi-view diffusion model trained on generated datasets from a carefully curated 100K text corpus. Our multi-view ControlNet is then integrated into our two-stage pipeline, ControlDreamer, enabling text-guided generation of stylized 3D models. Additionally, we present a comprehensive benchmark for 3D style editing, encompassing a broad range of subjects, including objects, animals, and characters, to further facilitate diverse 3D generation. Our comparative analysis reveals that this new pipeline outperforms existing text-to-3D methods as evidenced by qualitative comparisons and CLIP score metrics.
SpaceControl: Introducing Test-Time Spatial Control to 3D Generative Modeling
Generative methods for 3D assets have recently achieved remarkable progress, yet providing intuitive and precise control over the object geometry remains a key challenge. Existing approaches predominantly rely on text or image prompts, which often fall short in geometric specificity: language can be ambiguous, and images are cumbersome to edit. In this work, we introduce SpaceControl, a training-free test-time method for explicit spatial control of 3D generation. Our approach accepts a wide range of geometric inputs, from coarse primitives to detailed meshes, and integrates seamlessly with modern pre-trained generative models without requiring any additional training. A controllable parameter lets users trade off between geometric fidelity and output realism. Extensive quantitative evaluation and user studies demonstrate that SpaceControl outperforms both training-based and optimization-based baselines in geometric faithfulness while preserving high visual quality. Finally, we present an interactive user interface that enables online editing of superquadrics for direct conversion into textured 3D assets, facilitating practical deployment in creative workflows. Find our project page at https://spacecontrol3d.github.io/
PositionID: LLMs can Control Lengths, Copy and Paste with Explicit Positional Awareness
Large Language Models (LLMs) demonstrate impressive capabilities across various domains, including role-playing, creative writing, mathematical reasoning, and coding. Despite these advancements, LLMs still encounter challenges with length control, frequently failing to adhere to specific length constraints due to their token-level operations and insufficient training on data with strict length limitations. We identify this issue as stemming from a lack of positional awareness and propose novel approaches--PositionID Prompting and PositionID Fine-Tuning--to address it. These methods enhance the model's ability to continuously monitor and manage text length during generation. Additionally, we introduce PositionID CP Prompting to enable LLMs to perform copy and paste operations accurately. Furthermore, we develop two benchmarks for evaluating length control and copy-paste abilities. Our experiments demonstrate that our methods significantly improve the model's adherence to length constraints and copy-paste accuracy without compromising response quality.
FlexAC: Towards Flexible Control of Associative Reasoning in Multimodal Large Language Models
Multimodal large language models (MLLMs) face an inherent trade-off between faithfulness and creativity, as different tasks require varying degrees of associative reasoning. However, existing methods lack the flexibility to modulate this reasoning strength, limiting MLLMs' adaptability across factual and creative scenarios. To bridge this gap, we propose equipping MLLMs with mechanisms that enable flexible control over associative reasoning. We begin by investigating the internal mechanisms underlying associative behavior in MLLMs and find that: (1) middle layers play a pivotal role in shaping model's associative tendencies, (2) modifying representations in these layers effectively regulates associative reasoning strength, and (3) hallucinations can be exploited to derive steering vectors that guide this modulation. Building on these findings, we introduce Flexible Association Control (FlexAC), a lightweight and training-free framework for modulating associative behavior in MLLMs. FlexAC first induces hallucination-guided intermediate representations to encode associative directions. Then, it selects high-association instances to construct effective associative steering vectors, whose strengths are adaptively calibrated to balance creative guidance with output stability. Finally, recognizing the multi-dimensional nature of associative reasoning, FlexAC incorporates task-specific associative vectors derived from a forward pass on a few target-domain samples, enabling models to follow diverse associative directions and better adapt to creative tasks. Notably, our method achieves up to a 5.8x improvement in creativity on Creation-MMBench and a 29% reduction in hallucination rate on CHAIR, surpassing existing baselines and demonstrating its effectiveness in enabling flexible control over associative reasoning in MLLMs. Our code is available at https://github.com/ylhz/FlexAC.
MultiCOIN: Multi-Modal COntrollable Video INbetweening
Video inbetweening creates smooth and natural transitions between two image frames, making it an indispensable tool for video editing and long-form video synthesis. Existing works in this domain are unable to generate large, complex, or intricate motions. In particular, they cannot accommodate the versatility of user intents and generally lack fine control over the details of intermediate frames, leading to misalignment with the creative mind. To fill these gaps, we introduce MultiCOIN, a video inbetweening framework that allows multi-modal controls, including depth transition and layering, motion trajectories, text prompts, and target regions for movement localization, while achieving a balance between flexibility, ease of use, and precision for fine-grained video interpolation. To achieve this, we adopt the Diffusion Transformer (DiT) architecture as our video generative model, due to its proven capability to generate high-quality long videos. To ensure compatibility between DiT and our multi-modal controls, we map all motion controls into a common sparse and user-friendly point-based representation as the video/noise input. Further, to respect the variety of controls which operate at varying levels of granularity and influence, we separate content controls and motion controls into two branches to encode the required features before guiding the denoising process, resulting in two generators, one for motion and the other for content. Finally, we propose a stage-wise training strategy to ensure that our model learns the multi-modal controls smoothly. Extensive qualitative and quantitative experiments demonstrate that multi-modal controls enable a more dynamic, customizable, and contextually accurate visual narrative.
iControl3D: An Interactive System for Controllable 3D Scene Generation
3D content creation has long been a complex and time-consuming process, often requiring specialized skills and resources. While recent advancements have allowed for text-guided 3D object and scene generation, they still fall short of providing sufficient control over the generation process, leading to a gap between the user's creative vision and the generated results. In this paper, we present iControl3D, a novel interactive system that empowers users to generate and render customizable 3D scenes with precise control. To this end, a 3D creator interface has been developed to provide users with fine-grained control over the creation process. Technically, we leverage 3D meshes as an intermediary proxy to iteratively merge individual 2D diffusion-generated images into a cohesive and unified 3D scene representation. To ensure seamless integration of 3D meshes, we propose to perform boundary-aware depth alignment before fusing the newly generated mesh with the existing one in 3D space. Additionally, to effectively manage depth discrepancies between remote content and foreground, we propose to model remote content separately with an environment map instead of 3D meshes. Finally, our neural rendering interface enables users to build a radiance field of their scene online and navigate the entire scene. Extensive experiments have been conducted to demonstrate the effectiveness of our system. The code will be made available at https://github.com/xingyi-li/iControl3D.
MIDI-DDSP: Detailed Control of Musical Performance via Hierarchical Modeling
Musical expression requires control of both what notes are played, and how they are performed. Conventional audio synthesizers provide detailed expressive controls, but at the cost of realism. Black-box neural audio synthesis and concatenative samplers can produce realistic audio, but have few mechanisms for control. In this work, we introduce MIDI-DDSP a hierarchical model of musical instruments that enables both realistic neural audio synthesis and detailed user control. Starting from interpretable Differentiable Digital Signal Processing (DDSP) synthesis parameters, we infer musical notes and high-level properties of their expressive performance (such as timbre, vibrato, dynamics, and articulation). This creates a 3-level hierarchy (notes, performance, synthesis) that affords individuals the option to intervene at each level, or utilize trained priors (performance given notes, synthesis given performance) for creative assistance. Through quantitative experiments and listening tests, we demonstrate that this hierarchy can reconstruct high-fidelity audio, accurately predict performance attributes for a note sequence, independently manipulate the attributes of a given performance, and as a complete system, generate realistic audio from a novel note sequence. By utilizing an interpretable hierarchy, with multiple levels of granularity, MIDI-DDSP opens the door to assistive tools to empower individuals across a diverse range of musical experience.
MotionCanvas: Cinematic Shot Design with Controllable Image-to-Video Generation
This paper presents a method that allows users to design cinematic video shots in the context of image-to-video generation. Shot design, a critical aspect of filmmaking, involves meticulously planning both camera movements and object motions in a scene. However, enabling intuitive shot design in modern image-to-video generation systems presents two main challenges: first, effectively capturing user intentions on the motion design, where both camera movements and scene-space object motions must be specified jointly; and second, representing motion information that can be effectively utilized by a video diffusion model to synthesize the image animations. To address these challenges, we introduce MotionCanvas, a method that integrates user-driven controls into image-to-video (I2V) generation models, allowing users to control both object and camera motions in a scene-aware manner. By connecting insights from classical computer graphics and contemporary video generation techniques, we demonstrate the ability to achieve 3D-aware motion control in I2V synthesis without requiring costly 3D-related training data. MotionCanvas enables users to intuitively depict scene-space motion intentions, and translates them into spatiotemporal motion-conditioning signals for video diffusion models. We demonstrate the effectiveness of our method on a wide range of real-world image content and shot-design scenarios, highlighting its potential to enhance the creative workflows in digital content creation and adapt to various image and video editing applications.
EliGen: Entity-Level Controlled Image Generation with Regional Attention
Recent advancements in diffusion models have significantly advanced text-to-image generation, yet global text prompts alone remain insufficient for achieving fine-grained control over individual entities within an image. To address this limitation, we present EliGen, a novel framework for Entity-Level controlled Image Generation. We introduce regional attention, a mechanism for diffusion transformers that requires no additional parameters, seamlessly integrating entity prompts and arbitrary-shaped spatial masks. By contributing a high-quality dataset with fine-grained spatial and semantic entity-level annotations, we train EliGen to achieve robust and accurate entity-level manipulation, surpassing existing methods in both positional control precision and image quality. Additionally, we propose an inpainting fusion pipeline, extending EliGen to multi-entity image inpainting tasks. We further demonstrate its flexibility by integrating it with community models such as IP-Adapter and MLLM, unlocking new creative possibilities. The source code, dataset, and model will be released publicly.
SPACE: Speech-driven Portrait Animation with Controllable Expression
Animating portraits using speech has received growing attention in recent years, with various creative and practical use cases. An ideal generated video should have good lip sync with the audio, natural facial expressions and head motions, and high frame quality. In this work, we present SPACE, which uses speech and a single image to generate high-resolution, and expressive videos with realistic head pose, without requiring a driving video. It uses a multi-stage approach, combining the controllability of facial landmarks with the high-quality synthesis power of a pretrained face generator. SPACE also allows for the control of emotions and their intensities. Our method outperforms prior methods in objective metrics for image quality and facial motions and is strongly preferred by users in pair-wise comparisons. The project website is available at https://deepimagination.cc/SPACE/
DGInStyle: Domain-Generalizable Semantic Segmentation with Image Diffusion Models and Stylized Semantic Control
Large, pretrained latent diffusion models (LDMs) have demonstrated an extraordinary ability to generate creative content, specialize to user data through few-shot fine-tuning, and condition their output on other modalities, such as semantic maps. However, are they usable as large-scale data generators, e.g., to improve tasks in the perception stack, like semantic segmentation? We investigate this question in the context of autonomous driving, and answer it with a resounding "yes". We propose an efficient data generation pipeline termed DGInStyle. First, we examine the problem of specializing a pretrained LDM to semantically-controlled generation within a narrow domain. Second, we design a Multi-resolution Latent Fusion technique to overcome the bias of LDMs towards dominant objects. Third, we propose a Style Swap technique to endow the rich generative prior with the learned semantic control. Using DGInStyle, we generate a diverse dataset of street scenes, train a domain-agnostic semantic segmentation model on it, and evaluate the model on multiple popular autonomous driving datasets. Our approach consistently increases the performance of several domain generalization methods, in some cases by +2.5 mIoU compared to the previous state-of-the-art method without our generative augmentation scheme. Source code and dataset are available at https://dginstyle.github.io .
MotionBridge: Dynamic Video Inbetweening with Flexible Controls
By generating plausible and smooth transitions between two image frames, video inbetweening is an essential tool for video editing and long video synthesis. Traditional works lack the capability to generate complex large motions. While recent video generation techniques are powerful in creating high-quality results, they often lack fine control over the details of intermediate frames, which can lead to results that do not align with the creative mind. We introduce MotionBridge, a unified video inbetweening framework that allows flexible controls, including trajectory strokes, keyframes, masks, guide pixels, and text. However, learning such multi-modal controls in a unified framework is a challenging task. We thus design two generators to extract the control signal faithfully and encode feature through dual-branch embedders to resolve ambiguities. We further introduce a curriculum training strategy to smoothly learn various controls. Extensive qualitative and quantitative experiments have demonstrated that such multi-modal controls enable a more dynamic, customizable, and contextually accurate visual narrative.
I2VControl: Disentangled and Unified Video Motion Synthesis Control
Video synthesis techniques are undergoing rapid progress, with controllability being a significant aspect of practical usability for end-users. Although text condition is an effective way to guide video synthesis, capturing the correct joint distribution between text descriptions and video motion remains a substantial challenge. In this paper, we present a disentangled and unified framework, namely I2VControl, that unifies multiple motion control tasks in image-to-video synthesis. Our approach partitions the video into individual motion units and represents each unit with disentangled control signals, which allows for various control types to be flexibly combined within our single system. Furthermore, our methodology seamlessly integrates as a plug-in for pre-trained models and remains agnostic to specific model architectures. We conduct extensive experiments, achieving excellent performance on various control tasks, and our method further facilitates user-driven creative combinations, enhancing innovation and creativity. The project page is: https://wanquanf.github.io/I2VControl .
Unveiling Intrinsic Dimension of Texts: from Academic Abstract to Creative Story
Intrinsic dimension (ID) is an important tool in modern LLM analysis, informing studies of training dynamics, scaling behavior, and dataset structure, yet its textual determinants remain underexplored. We provide the first comprehensive study grounding ID in interpretable text properties through cross-encoder analysis, linguistic features, and sparse autoencoders (SAEs). In this work, we establish three key findings. First, ID is complementary to entropy-based metrics: after controlling for length, the two are uncorrelated, with ID capturing geometric complexity orthogonal to prediction quality. Second, ID exhibits robust genre stratification: scientific prose shows low ID (~8), encyclopedic content medium ID (~9), and creative/opinion writing high ID (~10.5) across all models tested. This reveals that contemporary LLMs find scientific text "representationally simple" while fiction requires additional degrees of freedom. Third, using SAEs, we identify causal features: scientific signals (formal tone, report templates, statistics) reduce ID; humanized signals (personalization, emotion, narrative) increase it. Steering experiments confirm these effects are causal. Thus, for contemporary models, scientific writing appears comparatively "easy", whereas fiction, opinion, and affect add representational degrees of freedom. Our multi-faceted analysis provides practical guidance for the proper use of ID and the sound interpretation of ID-based results.
JAM: A Tiny Flow-based Song Generator with Fine-grained Controllability and Aesthetic Alignment
Diffusion and flow-matching models have revolutionized automatic text-to-audio generation in recent times. These models are increasingly capable of generating high quality and faithful audio outputs capturing to speech and acoustic events. However, there is still much room for improvement in creative audio generation that primarily involves music and songs. Recent open lyrics-to-song models, such as, DiffRhythm, ACE-Step, and LeVo, have set an acceptable standard in automatic song generation for recreational use. However, these models lack fine-grained word-level controllability often desired by musicians in their workflows. To the best of our knowledge, our flow-matching-based JAM is the first effort toward endowing word-level timing and duration control in song generation, allowing fine-grained vocal control. To enhance the quality of generated songs to better align with human preferences, we implement aesthetic alignment through Direct Preference Optimization, which iteratively refines the model using a synthetic dataset, eliminating the need or manual data annotations. Furthermore, we aim to standardize the evaluation of such lyrics-to-song models through our public evaluation dataset JAME. We show that JAM outperforms the existing models in terms of the music-specific attributes.
CreatiLayout: Siamese Multimodal Diffusion Transformer for Creative Layout-to-Image Generation
Diffusion models have been recognized for their ability to generate images that are not only visually appealing but also of high artistic quality. As a result, Layout-to-Image (L2I) generation has been proposed to leverage region-specific positions and descriptions to enable more precise and controllable generation. However, previous methods primarily focus on UNet-based models (e.g., SD1.5 and SDXL), and limited effort has explored Multimodal Diffusion Transformers (MM-DiTs), which have demonstrated powerful image generation capabilities. Enabling MM-DiT for layout-to-image generation seems straightforward but is challenging due to the complexity of how layout is introduced, integrated, and balanced among multiple modalities. To this end, we explore various network variants to efficiently incorporate layout guidance into MM-DiT, and ultimately present SiamLayout. To Inherit the advantages of MM-DiT, we use a separate set of network weights to process the layout, treating it as equally important as the image and text modalities. Meanwhile, to alleviate the competition among modalities, we decouple the image-layout interaction into a siamese branch alongside the image-text one and fuse them in the later stage. Moreover, we contribute a large-scale layout dataset, named LayoutSAM, which includes 2.7 million image-text pairs and 10.7 million entities. Each entity is annotated with a bounding box and a detailed description. We further construct the LayoutSAM-Eval benchmark as a comprehensive tool for evaluating the L2I generation quality. Finally, we introduce the Layout Designer, which taps into the potential of large language models in layout planning, transforming them into experts in layout generation and optimization. Our code, model, and dataset will be available at https://creatilayout.github.io.
MovieCharacter: A Tuning-Free Framework for Controllable Character Video Synthesis
Recent advancements in character video synthesis still depend on extensive fine-tuning or complex 3D modeling processes, which can restrict accessibility and hinder real-time applicability. To address these challenges, we propose a simple yet effective tuning-free framework for character video synthesis, named MovieCharacter, designed to streamline the synthesis process while ensuring high-quality outcomes. Our framework decomposes the synthesis task into distinct, manageable modules: character segmentation and tracking, video object removal, character motion imitation, and video composition. This modular design not only facilitates flexible customization but also ensures that each component operates collaboratively to effectively meet user needs. By leveraging existing open-source models and integrating well-established techniques, MovieCharacter achieves impressive synthesis results without necessitating substantial resources or proprietary datasets. Experimental results demonstrate that our framework enhances the efficiency, accessibility, and adaptability of character video synthesis, paving the way for broader creative and interactive applications.
PromptArtisan: Multi-instruction Image Editing in Single Pass with Complete Attention Control
We present PromptArtisan, a groundbreaking approach to multi-instruction image editing that achieves remarkable results in a single pass, eliminating the need for time-consuming iterative refinement. Our method empowers users to provide multiple editing instructions, each associated with a specific mask within the image. This flexibility allows for complex edits involving mask intersections or overlaps, enabling the realization of intricate and nuanced image transformations. PromptArtisan leverages a pre-trained InstructPix2Pix model in conjunction with a novel Complete Attention Control Mechanism (CACM). This mechanism ensures precise adherence to user instructions, granting fine-grained control over the editing process. Furthermore, our approach is zero-shot, requiring no additional training, and boasts improved processing complexity compared to traditional iterative methods. By seamlessly integrating multi-instruction capabilities, single-pass efficiency, and complete attention control, PromptArtisan unlocks new possibilities for creative and efficient image editing workflows, catering to both novice and expert users alike.
Plug and Play Language Models: A Simple Approach to Controlled Text Generation
Large transformer-based language models (LMs) trained on huge text corpora have shown unparalleled generation capabilities. However, controlling attributes of the generated language (e.g. switching topic or sentiment) is difficult without modifying the model architecture or fine-tuning on attribute-specific data and entailing the significant cost of retraining. We propose a simple alternative: the Plug and Play Language Model (PPLM) for controllable language generation, which combines a pretrained LM with one or more simple attribute classifiers that guide text generation without any further training of the LM. In the canonical scenario we present, the attribute models are simple classifiers consisting of a user-specified bag of words or a single learned layer with 100,000 times fewer parameters than the LM. Sampling entails a forward and backward pass in which gradients from the attribute model push the LM's hidden activations and thus guide the generation. Model samples demonstrate control over a range of topics and sentiment styles, and extensive automated and human annotated evaluations show attribute alignment and fluency. PPLMs are flexible in that any combination of differentiable attribute models may be used to steer text generation, which will allow for diverse and creative applications beyond the examples given in this paper.
Crafting Parts for Expressive Object Composition
Text-to-image generation from large generative models like Stable Diffusion, DALLE-2, etc., have become a common base for various tasks due to their superior quality and extensive knowledge bases. As image composition and generation are creative processes the artists need control over various parts of the images being generated. We find that just adding details about parts in the base text prompt either leads to an entirely different image (e.g., missing/incorrect identity) or the extra part details simply being ignored. To mitigate these issues, we introduce PartCraft, which enables image generation based on fine-grained part-level details specified for objects in the base text prompt. This allows more control for artists and enables novel object compositions by combining distinctive object parts. PartCraft first localizes object parts by denoising the object region from a specific diffusion process. This enables each part token to be localized to the right object region. After obtaining part masks, we run a localized diffusion process in each of the part regions based on fine-grained part descriptions and combine them to produce the final image. All the stages of PartCraft are based on repurposing a pre-trained diffusion model, which enables it to generalize across various domains without training. We demonstrate the effectiveness of part-level control provided by PartCraft qualitatively through visual examples and quantitatively in comparison to the contemporary baselines.
SONIQUE: Video Background Music Generation Using Unpaired Audio-Visual Data
We present SONIQUE, a model for generating background music tailored to video content. Unlike traditional video-to-music generation approaches, which rely heavily on paired audio-visual datasets, SONIQUE leverages unpaired data, combining royalty-free music and independent video sources. By utilizing large language models (LLMs) for video understanding and converting visual descriptions into musical tags, alongside a U-Net-based conditional diffusion model, SONIQUE enables customizable music generation. Users can control specific aspects of the music, such as instruments, genres, tempo, and melodies, ensuring the generated output fits their creative vision. SONIQUE is open-source, with a demo available online.
Quality-Diversity through AI Feedback
In many text-generation problems, users may prefer not only a single response, but a diverse range of high-quality outputs from which to choose. Quality-diversity (QD) search algorithms aim at such outcomes, by continually improving and diversifying a population of candidates. However, the applicability of QD to qualitative domains, like creative writing, has been limited by the difficulty of algorithmically specifying measures of quality and diversity. Interestingly, recent developments in language models (LMs) have enabled guiding search through AI feedback, wherein LMs are prompted in natural language to evaluate qualitative aspects of text. Leveraging this development, we introduce Quality-Diversity through AI Feedback (QDAIF), wherein an evolutionary algorithm applies LMs to both generate variation and evaluate the quality and diversity of candidate text. When assessed on creative writing domains, QDAIF covers more of a specified search space with high-quality samples than do non-QD controls. Further, human evaluation of QDAIF-generated creative texts validates reasonable agreement between AI and human evaluation. Our results thus highlight the potential of AI feedback to guide open-ended search for creative and original solutions, providing a recipe that seemingly generalizes to many domains and modalities. In this way, QDAIF is a step towards AI systems that can independently search, diversify, evaluate, and improve, which are among the core skills underlying human society's capacity for innovation.
Natural language guidance of high-fidelity text-to-speech with synthetic annotations
Text-to-speech models trained on large-scale datasets have demonstrated impressive in-context learning capabilities and naturalness. However, control of speaker identity and style in these models typically requires conditioning on reference speech recordings, limiting creative applications. Alternatively, natural language prompting of speaker identity and style has demonstrated promising results and provides an intuitive method of control. However, reliance on human-labeled descriptions prevents scaling to large datasets. Our work bridges the gap between these two approaches. We propose a scalable method for labeling various aspects of speaker identity, style, and recording conditions. We then apply this method to a 45k hour dataset, which we use to train a speech language model. Furthermore, we propose simple methods for increasing audio fidelity, significantly outperforming recent work despite relying entirely on found data. Our results demonstrate high-fidelity speech generation in a diverse range of accents, prosodic styles, channel conditions, and acoustic conditions, all accomplished with a single model and intuitive natural language conditioning. Audio samples can be heard at https://text-description-to-speech.com/.
SkyReels-A2: Compose Anything in Video Diffusion Transformers
This paper presents SkyReels-A2, a controllable video generation framework capable of assembling arbitrary visual elements (e.g., characters, objects, backgrounds) into synthesized videos based on textual prompts while maintaining strict consistency with reference images for each element. We term this task elements-to-video (E2V), whose primary challenges lie in preserving the fidelity of each reference element, ensuring coherent composition of the scene, and achieving natural outputs. To address these, we first design a comprehensive data pipeline to construct prompt-reference-video triplets for model training. Next, we propose a novel image-text joint embedding model to inject multi-element representations into the generative process, balancing element-specific consistency with global coherence and text alignment. We also optimize the inference pipeline for both speed and output stability. Moreover, we introduce a carefully curated benchmark for systematic evaluation, i.e, A2 Bench. Experiments demonstrate that our framework can generate diverse, high-quality videos with precise element control. SkyReels-A2 is the first open-source commercial grade model for the generation of E2V, performing favorably against advanced closed-source commercial models. We anticipate SkyReels-A2 will advance creative applications such as drama and virtual e-commerce, pushing the boundaries of controllable video generation.
A Mapping Strategy for Interacting with Latent Audio Synthesis Using Artistic Materials
This paper presents a mapping strategy for interacting with the latent spaces of generative AI models. Our approach involves using unsupervised feature learning to encode a human control space and mapping it to an audio synthesis model's latent space. To demonstrate how this mapping strategy can turn high-dimensional sensor data into control mechanisms of a deep generative model, we present a proof-of-concept system that uses visual sketches to control an audio synthesis model. We draw on emerging discourses in XAIxArts to discuss how this approach can contribute to XAI in artistic and creative contexts, we also discuss its current limitations and propose future research directions.
MagicQuillV2: Precise and Interactive Image Editing with Layered Visual Cues
We propose MagicQuill V2, a novel system that introduces a layered composition paradigm to generative image editing, bridging the gap between the semantic power of diffusion models and the granular control of traditional graphics software. While diffusion transformers excel at holistic generation, their use of singular, monolithic prompts fails to disentangle distinct user intentions for content, position, and appearance. To overcome this, our method deconstructs creative intent into a stack of controllable visual cues: a content layer for what to create, a spatial layer for where to place it, a structural layer for how it is shaped, and a color layer for its palette. Our technical contributions include a specialized data generation pipeline for context-aware content integration, a unified control module to process all visual cues, and a fine-tuned spatial branch for precise local editing, including object removal. Extensive experiments validate that this layered approach effectively resolves the user intention gap, granting creators direct, intuitive control over the generative process.
LayerCraft: Enhancing Text-to-Image Generation with CoT Reasoning and Layered Object Integration
Text-to-image generation (T2I) has become a key area of research with broad applications. However, existing methods often struggle with complex spatial relationships and fine-grained control over multiple concepts. Many existing approaches require significant architectural modifications, extensive training, or expert-level prompt engineering. To address these challenges, we introduce LayerCraft, an automated framework that leverages large language models (LLMs) as autonomous agents for structured procedural generation. LayerCraft enables users to customize objects within an image and supports narrative-driven creation with minimal effort. At its core, the system includes a coordinator agent that directs the process, along with two specialized agents: ChainArchitect, which employs chain-of-thought (CoT) reasoning to generate a dependency-aware 3D layout for precise instance-level control, and the Object-Integration Network (OIN), which utilizes LoRA fine-tuning on pre-trained T2I models to seamlessly blend objects into specified regions of an image based on textual prompts without requiring architectural changes. Extensive evaluations demonstrate LayerCraft's versatility in applications ranging from multi-concept customization to storytelling. By providing non-experts with intuitive, precise control over T2I generation, our framework democratizes creative image creation. Our code will be released upon acceptance at github.com/PeterYYZhang/LayerCraft
MagicScroll: Nontypical Aspect-Ratio Image Generation for Visual Storytelling via Multi-Layered Semantic-Aware Denoising
Visual storytelling often uses nontypical aspect-ratio images like scroll paintings, comic strips, and panoramas to create an expressive and compelling narrative. While generative AI has achieved great success and shown the potential to reshape the creative industry, it remains a challenge to generate coherent and engaging content with arbitrary size and controllable style, concept, and layout, all of which are essential for visual storytelling. To overcome the shortcomings of previous methods including repetitive content, style inconsistency, and lack of controllability, we propose MagicScroll, a multi-layered, progressive diffusion-based image generation framework with a novel semantic-aware denoising process. The model enables fine-grained control over the generated image on object, scene, and background levels with text, image, and layout conditions. We also establish the first benchmark for nontypical aspect-ratio image generation for visual storytelling including mediums like paintings, comics, and cinematic panoramas, with customized metrics for systematic evaluation. Through comparative and ablation studies, MagicScroll showcases promising results in aligning with the narrative text, improving visual coherence, and engaging the audience. We plan to release the code and benchmark in the hope of a better collaboration between AI researchers and creative practitioners involving visual storytelling.
3DitScene: Editing Any Scene via Language-guided Disentangled Gaussian Splatting
Scene image editing is crucial for entertainment, photography, and advertising design. Existing methods solely focus on either 2D individual object or 3D global scene editing. This results in a lack of a unified approach to effectively control and manipulate scenes at the 3D level with different levels of granularity. In this work, we propose 3DitScene, a novel and unified scene editing framework leveraging language-guided disentangled Gaussian Splatting that enables seamless editing from 2D to 3D, allowing precise control over scene composition and individual objects. We first incorporate 3D Gaussians that are refined through generative priors and optimization techniques. Language features from CLIP then introduce semantics into 3D geometry for object disentanglement. With the disentangled Gaussians, 3DitScene allows for manipulation at both the global and individual levels, revolutionizing creative expression and empowering control over scenes and objects. Experimental results demonstrate the effectiveness and versatility of 3DitScene in scene image editing. Code and online demo can be found at our project homepage: https://zqh0253.github.io/3DitScene/.
DreamDissector: Learning Disentangled Text-to-3D Generation from 2D Diffusion Priors
Text-to-3D generation has recently seen significant progress. To enhance its practicality in real-world applications, it is crucial to generate multiple independent objects with interactions, similar to layer-compositing in 2D image editing. However, existing text-to-3D methods struggle with this task, as they are designed to generate either non-independent objects or independent objects lacking spatially plausible interactions. Addressing this, we propose DreamDissector, a text-to-3D method capable of generating multiple independent objects with interactions. DreamDissector accepts a multi-object text-to-3D NeRF as input and produces independent textured meshes. To achieve this, we introduce the Neural Category Field (NeCF) for disentangling the input NeRF. Additionally, we present the Category Score Distillation Sampling (CSDS), facilitated by a Deep Concept Mining (DCM) module, to tackle the concept gap issue in diffusion models. By leveraging NeCF and CSDS, we can effectively derive sub-NeRFs from the original scene. Further refinement enhances geometry and texture. Our experimental results validate the effectiveness of DreamDissector, providing users with novel means to control 3D synthesis at the object level and potentially opening avenues for various creative applications in the future.
Magic3D: High-Resolution Text-to-3D Content Creation
DreamFusion has recently demonstrated the utility of a pre-trained text-to-image diffusion model to optimize Neural Radiance Fields (NeRF), achieving remarkable text-to-3D synthesis results. However, the method has two inherent limitations: (a) extremely slow optimization of NeRF and (b) low-resolution image space supervision on NeRF, leading to low-quality 3D models with a long processing time. In this paper, we address these limitations by utilizing a two-stage optimization framework. First, we obtain a coarse model using a low-resolution diffusion prior and accelerate with a sparse 3D hash grid structure. Using the coarse representation as the initialization, we further optimize a textured 3D mesh model with an efficient differentiable renderer interacting with a high-resolution latent diffusion model. Our method, dubbed Magic3D, can create high quality 3D mesh models in 40 minutes, which is 2x faster than DreamFusion (reportedly taking 1.5 hours on average), while also achieving higher resolution. User studies show 61.7% raters to prefer our approach over DreamFusion. Together with the image-conditioned generation capabilities, we provide users with new ways to control 3D synthesis, opening up new avenues to various creative applications.
SEINE: Short-to-Long Video Diffusion Model for Generative Transition and Prediction
Recently video generation has achieved substantial progress with realistic results. Nevertheless, existing AI-generated videos are usually very short clips ("shot-level") depicting a single scene. To deliver a coherent long video ("story-level"), it is desirable to have creative transition and prediction effects across different clips. This paper presents a short-to-long video diffusion model, SEINE, that focuses on generative transition and prediction. The goal is to generate high-quality long videos with smooth and creative transitions between scenes and varying lengths of shot-level videos. Specifically, we propose a random-mask video diffusion model to automatically generate transitions based on textual descriptions. By providing the images of different scenes as inputs, combined with text-based control, our model generates transition videos that ensure coherence and visual quality. Furthermore, the model can be readily extended to various tasks such as image-to-video animation and autoregressive video prediction. To conduct a comprehensive evaluation of this new generative task, we propose three assessing criteria for smooth and creative transition: temporal consistency, semantic similarity, and video-text semantic alignment. Extensive experiments validate the effectiveness of our approach over existing methods for generative transition and prediction, enabling the creation of story-level long videos. Project page: https://vchitect.github.io/SEINE-project/ .
Shape-for-Motion: Precise and Consistent Video Editing with 3D Proxy
Recent advances in deep generative modeling have unlocked unprecedented opportunities for video synthesis. In real-world applications, however, users often seek tools to faithfully realize their creative editing intentions with precise and consistent control. Despite the progress achieved by existing methods, ensuring fine-grained alignment with user intentions remains an open and challenging problem. In this work, we present Shape-for-Motion, a novel framework that incorporates a 3D proxy for precise and consistent video editing. Shape-for-Motion achieves this by converting the target object in the input video to a time-consistent mesh, i.e., a 3D proxy, allowing edits to be performed directly on the proxy and then inferred back to the video frames. To simplify the editing process, we design a novel Dual-Propagation Strategy that allows users to perform edits on the 3D mesh of a single frame, and the edits are then automatically propagated to the 3D meshes of the other frames. The 3D meshes for different frames are further projected onto the 2D space to produce the edited geometry and texture renderings, which serve as inputs to a decoupled video diffusion model for generating edited results. Our framework supports various precise and physically-consistent manipulations across the video frames, including pose editing, rotation, scaling, translation, texture modification, and object composition. Our approach marks a key step toward high-quality, controllable video editing workflows. Extensive experiments demonstrate the superiority and effectiveness of our approach. Project page: https://shapeformotion.github.io/
Benchmarking Language Model Creativity: A Case Study on Code Generation
As LLMs become increasingly prevalent, it is interesting to consider how ``creative'' these models can be. From cognitive science, creativity consists of at least two key characteristics: convergent thinking (purposefulness to achieve a given goal) and divergent thinking (adaptability to new environments or constraints) runco2003critical. In this work, we introduce a framework for quantifying LLM creativity that incorporates the two characteristics. This is achieved by (1) Denial Prompting pushes LLMs to come up with more creative solutions to a given problem by incrementally imposing new constraints on the previous solution, compelling LLMs to adopt new strategies, and (2) defining and computing the NeoGauge metric which examines both convergent and divergent thinking in the generated creative responses by LLMs. We apply the proposed framework on Codeforces problems, a natural data source for collecting human coding solutions. We quantify NeoGauge for various proprietary and open-source models and find that even the most creative model, GPT-4, still falls short of demonstrating human-like creativity. We also experiment with advanced reasoning strategies (MCTS, self-correction, etc.) and observe no significant improvement in creativity. As a by-product of our analysis, we release NeoCoder dataset for reproducing our results on future models.
Style-Consistent 3D Indoor Scene Synthesis with Decoupled Objects
Controllable 3D indoor scene synthesis stands at the forefront of technological progress, offering various applications like gaming, film, and augmented/virtual reality. The capability to stylize and de-couple objects within these scenarios is a crucial factor, providing an advanced level of control throughout the editing process. This control extends not just to manipulating geometric attributes like translation and scaling but also includes managing appearances, such as stylization. Current methods for scene stylization are limited to applying styles to the entire scene, without the ability to separate and customize individual objects. Addressing the intricacies of this challenge, we introduce a unique pipeline designed for synthesis 3D indoor scenes. Our approach involves strategically placing objects within the scene, utilizing information from professionally designed bounding boxes. Significantly, our pipeline prioritizes maintaining style consistency across multiple objects within the scene, ensuring a cohesive and visually appealing result aligned with the desired aesthetic. The core strength of our pipeline lies in its ability to generate 3D scenes that are not only visually impressive but also exhibit features like photorealism, multi-view consistency, and diversity. These scenes are crafted in response to various natural language prompts, demonstrating the versatility and adaptability of our model.
Seed-Music: A Unified Framework for High Quality and Controlled Music Generation
We introduce Seed-Music, a suite of music generation systems capable of producing high-quality music with fine-grained style control. Our unified framework leverages both auto-regressive language modeling and diffusion approaches to support two key music creation workflows: controlled music generation and post-production editing. For controlled music generation, our system enables vocal music generation with performance controls from multi-modal inputs, including style descriptions, audio references, musical scores, and voice prompts. For post-production editing, it offers interactive tools for editing lyrics and vocal melodies directly in the generated audio. We encourage readers to listen to demo audio examples at https://team.doubao.com/seed-music .
AnyControl: Create Your Artwork with Versatile Control on Text-to-Image Generation
The field of text-to-image (T2I) generation has made significant progress in recent years, largely driven by advancements in diffusion models. Linguistic control enables effective content creation, but struggles with fine-grained control over image generation. This challenge has been explored, to a great extent, by incorporating additional user-supplied spatial conditions, such as depth maps and edge maps, into pre-trained T2I models through extra encoding. However, multi-control image synthesis still faces several challenges. Specifically, current approaches are limited in handling free combinations of diverse input control signals, overlook the complex relationships among multiple spatial conditions, and often fail to maintain semantic alignment with provided textual prompts. This can lead to suboptimal user experiences. To address these challenges, we propose AnyControl, a multi-control image synthesis framework that supports arbitrary combinations of diverse control signals. AnyControl develops a novel Multi-Control Encoder that extracts a unified multi-modal embedding to guide the generation process. This approach enables a holistic understanding of user inputs, and produces high-quality, faithful results under versatile control signals, as demonstrated by extensive quantitative and qualitative evaluations. Our project page is available in https://any-control.github.io.
COIG-Writer: A High-Quality Dataset for Chinese Creative Writing with Thought Processes
Large language models exhibit systematic deficiencies in creative writing, particularly in non-English contexts where training data is scarce and lacks process-level supervision. We present COIG-Writer, a novel Chinese creative writing dataset that captures both diverse outputs and their underlying thought processes through systematic reverse-engineering of high-quality texts. Unlike existing datasets that provide only input-output pairs, COIG-Writer comprises 1,665 meticulously curated triplets spanning 51 genres, each containing: (1) a reverse-engineered prompt, (2) detailed creative reasoning documenting decision-making processes, and (3) the final text. Through comprehensive experiments, we identify a two-component model of creative writing: narrative logic (provided by process supervision) and linguistic expression (maintained by general-purpose data). Our findings reveal three critical insights: (1) Process supervision is highly effective but requires stabilization with general data. A ratio of at least one creative sample to twelve general samples is needed to achieve optimal performance; below this threshold, the win rate progressively degrades (from 62.75% down to 35.78%)., (2) creative capabilities are culturally-bound with no cross-lingual transfer (89.26pp gap between Chinese and English performance), and (3) lexical diversity inversely correlates with creative quality (TTR paradox), suggesting high diversity signals compensatory behavior for logical deficiencies. These findings establish that creative excellence emerges from the interaction between logical scaffolding and linguistic grounding, analogous to how mathematical reasoning enhances but cannot replace linguistic competence in foundation models.
Digits that are not: Generating new types through deep neural nets
For an artificial creative agent, an essential driver of the search for novelty is a value function which is often provided by the system designer or users. We argue that an important barrier for progress in creativity research is the inability of these systems to develop their own notion of value for novelty. We propose a notion of knowledge-driven creativity that circumvent the need for an externally imposed value function, allowing the system to explore based on what it has learned from a set of referential objects. The concept is illustrated by a specific knowledge model provided by a deep generative autoencoder. Using the described system, we train a knowledge model on a set of digit images and we use the same model to build coherent sets of new digits that do not belong to known digit types.
